Equipment in FL uses a material property to represent its source ingredients, and, give it behaviors reacting to different types of enchantment.

Each item property in the server has a ''Physical'' or ''Magical'' label. These two types of properties change the difficulty of item improvement.

Some materials favor physical properties, and enchanting items with that material with physical item properties classified as physical at a crafting station will be less risky, and less expensive.

Other materials favor magical item properties, some favor both, and others favor neither. Material bias is an important consideration for all item enchanting.

Essence applications and weapon enchanting spells, namely Darkfire and Flame Weapon, are classified as types of item enchantment, and uses the material bias system to generate a possibility for failure. Materials with high affinities for magical properties will always succeed.

There are 4 levels of physical property material affinity, and 3 levels of magical property material affinity. Each material has a rating for both categories, and are listed below.

*note that there are no valid physical properties for jewelry equipment slots

The successful application of essences and weapon spells is calculated by a roll is 1d3 + magical rating vs. DC 4.

Many materials create items with default properties. The value of the quality of higher materials make them take more crafting points to create, more difficult to enchant, and not as easily replaced.

When working with these higher materials, however, the material rating for the desired property multiplies the crafting ranks of the item enchanter for use in calculating price and success probability.

A character with 50 ranks in forging, as an example, would make an attempt to apply the ''keen'' property (physical) to a steel weapon as if he had 200 forging ranks.

This would be comparable attempt to a character with 100 ranks in forging applying the ''keen'' property to a ''bronze'' weapon. (as if he had 200 forging ranks)